how to win team games

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HOW TO WIN TEAM GAMES How Non competitive hands

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How Non competitive hands. How to win team games. Swiss teams. Swiss team competition uses IMP scoring plus a pairing system borrowed from chess. Swiss teams plays a short match (6-8) boards Results are calculated by the use of an IMP table usually converted to victory point scale. - PowerPoint PPT Presentation

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Page 1: How to win team games

HOW TO WIN TEAM GAMES

How Non competitive hands

Page 2: How to win team games

Swiss teams

Swiss team competition uses IMP scoring plus a pairing system borrowed from chess.

Swiss teams plays a short match (6-8) boards Results are calculated by the use of an IMP

table usually converted to victory point scale. Teams with similar score play each other in

the next round There are two ways to determine the winner

Won/loss record The use of a victory point scale

Page 3: How to win team games

Knockouts

Knockout matches are usually in the range of 24 to 64 boards

Sometimes a round robin has fewer boards and is broken into halves with usually the top two teams advancing to the next round

Knockout teams are scored on the basis of win-loss with the loosing team being eliminated

Page 4: How to win team games

Strategy

Team strategy is different from matchpoint strategy Many fine matchpoint players are not good IMP

players Many excellent IMP players can not break average in

matchpoints We will discuss the differences and how to win team

games. One of the things that makes strategies for

matchpoints different that strategies for IMP ‘s is the way the winners are determined.

At IMP’s the winner is determined by comparing the results using an IMP scale one board at a time and sometimes a victory point scale is also used

Page 5: How to win team games

International Match Point Scale

Difference

IMPs

Difference

IMPs

Difference

IMPs

0-10 0 320-360 8 1300-1490

16

20-40 1 370-420 9 1500-1740

17

50-80 2 430-490 10 1750-1990

18

90-120 3 500—590

11 2000-2240

19

130-160 4 600-740 12 2250-2490

20

170-210 5 750-890 13 2500-2990

21

220-260 6 900-1090

14 3000-3490

22

270-310 7 1100-1290

15 3500-3990

23

4000+ 24Notice the larger the difference the more compressed the IMP gain

Page 6: How to win team games

Victory Point ScaleIMPs VP’

sIMPs VP’s IMPs VP’

s20 Point Victory Point Scale

0 10-10 8-10 14-6 20-23 18-21-2 11-9 11-13 15-5 24-27 19-13-4 12-8 14-16 16-4 28+ 20-05-7 13-7 17-19 17-3

30 Point Victory Point Scale0 15-15 5-6 22-8 17-19 27-31 18-12 7-8 23-7 20-23 28-22 19-11 9-10 24-6 24-27 29-13 20-10 11-13 25-5 28+ 30-04 15-15 14-16 26-4

Page 7: How to win team games

Swiss teamsEarly in the match, try to avoid big lossesAs the match goes into the 2nd half or 4th quarter, the state of the match influences your decisions.

Swiss teams provide a slow starting team to come up through the ranks.

A strong team that gets off to a slow start can still win with victory points but not with won/loss scoring

Many times the team that wins the last match will win the event

Page 8: How to win team games

Safety early Should you sit for 1NT

doubled and redoubled? Early in the match bid 2♦ Late in the match

if you think you are down by 14 you should pass

If you are ahead, bid 2♦ Opener might have Or this hand

W N ES

P P1NT XP* PXX P?

KxxAxxJ9xxxxx

JxQ9xxAKxKT9x

AxxxKJxKxxJ9x

Page 9: How to win team games

N

W E

S

xx QJ98 xxx J xxx

T9x AxxAQxxATxx

KJxTxxJTxQ9xxx

AQ854Kxx Kxx Kx

Contract 7 SpadesLead Q

Dealer - South

In a short match one disaster can decide the outc0me. North/South is clearly the stronger team and the following happened. East’s jump to 4 was intended as a fast arrival signoff, but West thought it showed extra values .

W N E S1 2

3 4 4NT 5♣ 7

Earlier that week they decided to play the 1-4-3-0 variant of Key Card but West forgot.

Yikes! In a 24 board match the stronger team can still win, but next to impossible in an in a 8 board match

Page 10: How to win team games

NONCOMPETITIVE AUCTION

Page 11: How to win team games

Noncompetitive auctions

When your partnership is left alone to determine its part score contract , the most important factor is safety

At matchpoints on this hand you would lean toward passing 1NT to get a higher score.

At imps you should bid 2♦ WHY?

Jx  Axxx  A10xx  Jxx

North

South

W N E S1♦ 1♥

P 1NT ?

One of the basic principlesOf IMP scored team game is to get a plus

Page 12: How to win team games

Noncompetitive auctions

The first hand is likely to score +90 or + 110 in ♦’s, or +120 in NT

In matchpoints, the NT contract is a great success.

In IMP’s the potential difference is worth wither 0 or 1 IMP. Jx

  Axxx  A10xx  Jxx

North

South

W N E S1♦ 1♥

P 1NT ?

AKxJTKJxx Q9xx

Page 13: How to win team games

Noncompetitive auctions

After a 1♥ response, North was unable to raise or bid 1 , therefore he must have 4♦

Let’s consider possible handsBarring ruffs, this hand will

produce 9 or 10 tricks +110 or 130 in ♦.

1NT might go set . Assume ♠split 5-3, you could have made 110 in ♦ and in NT you will lose 50. (4IMP’s)

Jx  Axxx  A10xx  Jxx

North

South

W N E S1♦ 1♥

P 1NT ?

Txx KJ  KJxxx KQx

Page 14: How to win team games

Noncompetitive auctions

After a 1♥ response, North was unable to raise ♥ or bid 1, therefore , he must have 4♦

Let’s consider another possible hand.

This hand will produce 120 in NT or 110 in ♦’s

Again in NT the matchpoint result is a success

The IMP result is 0 Jx  Axxx  A10xx  Jxx

North

South

W N E S1♦ 1♥

P 1NT ?

AT9 Kx  KQJx KQx

Page 15: How to win team games

Noncompetitive auctions

After a 1♥ response, North was unable to raise, therefore he must have 4♦

Let’s consider possible handsa.+90 0r 110 in ♦, 120 in NT –Big winner in matchpoints.

b.+110 or 130 in ♦, 1NT might go set . Assume ♠split 5-3, you could have made 110 in ♦ and in NT you will lose 50. (4IMP’s)

c.+110 in ♦, +120 in NT- the matchpoint result is won by those who bid NT. However there is no IMP difference between 110 and 120

Recapping, the NT contract produced a matchpoint success on 2 of the 3 handsa. NT won 1 IMPb.NT lost 4 IMPsc. broke even on this hand

Jx  Axxx  A10xx  Jxx

North

South

W N E S1♦ 1♥

P 1NT ?

AT9 Kx  KQJx KQx

Page 16: How to win team games

Noncompetitive auctions recap

The player who bids a NT partial rather than an extablished suit fit is betting approximately 4-1 .

The same odds apply to majors a. 2♦ should be made, 2♥ is in

jeopardy, if things are wrong -200 b. Best South can expect. South will

still hold his trump losers to at least 1, 2♠ losers, 1♦, and 1♣. While it is possible to make 2♥ it is against the odds

c. South could go down 1 or 2 in ♦, or in ♥ would probably go set 3 or4.

9xx AJxxx Jxx  Jx

North

South

W N E S1♦ 1♥

P 2♣ ?? K9

 xx  AQTxx Axxx

AJx x Axxxx Axxx

QJx Q KQTxx KQxx

Page 17: How to win team games

Why

Why have we spend so much time on innocuous looking hands?

To illustrate that the common matchpoint strategy is a loosing IMP tactic.

The matchpoint player is to play hands in NT when ever possible.

In IMP’s it is exactly the reverse.

Page 18: How to win team games

Noncompetitive auctions recap

The same concept applies to major suits.

Any temptation to rebid your ♥ suit should be suppressed.

Your correct bid is 2 ♦ Lets look at some hands With this hand North should

be able to make 2♦ 2♥ would be in jeopardy. It

could easily go for -200 9xx AJ9xx J9xJx

North

South

W N E S1♦ 1♥

P 2♣ ?

K9 xx  AQTxx Axxx

Page 19: How to win team games

Noncompetitive auctions recap

The same concept applies to major suits.

This is about as good as South could expect.

North’s singleton honor is useful and the ♣J will keep opponents from shortening trumps.

Even though It is possible to make 2♥, it is very unlikely. Probably -100.

A ♦ contract will likely produce +90 or +110.

North

South

W N E S1♦ 1♥

P 2♣? QJx

 Q KQTxx KQxx

9xx AJ9xx J9xJx

Page 20: How to win team games

Noncompetitive auctions recap

The same concept applies to major suits.

This hand will likely produce a minus score for either ♥ or ♦.

Early trump leads might even give you a -200 in ♦ .

♥’s is much worseNorth

South

W N E S1♦ 1♥

P 2♣ ? AJ8 x Axxxx Axxx

9xx AJ9xx J9xJx

Page 21: How to win team games

Using standard or 2/1 You know from the bidding

partner has 9 cards in the red suits, this hand is likely to be a misfit.

Partner is likely to have at most 2 so do not rebid spades.

Your hand is not strong enough to bid 2NT

Bid 2♥

W N ES

P P1♥1 2?

AQxxx Jx xxQ98x

SouthOne of the basic

principles is when a misfit is discovered - get out as quickly as possible!

Page 22: How to win team games

Using standard or 2/1 You know from the bidding

partner has an opening and a ♥ suit.

A 1 bid would be a mistake because you would find yourself without a convenient bid. If you bid 1 first, if partner bids 2♣ or 2♦, 2♥ would not describe your hand.

Bid 2♥ first

W N ES

P P1♥

KQxx Q98x Jxxxx

South

W N E SP

P 1♥ ?

One of the basic principles is when a misfit is discovered ..get out as quickly as possible!

Page 23: How to win team games

Using standard or 2/1 Even though your

partner has at least 9 cards in the red suits and is probably short in your hand is much more valuable in .

You are much more likely to get a plus in .

Rebid 2

W N ES

P P1♥1

P 2♦ ?

QJT98x xx Kxxxx

South

W N E SP

P 1♥ 1

P 2♦ ?

The decision of weather or not to rebid your suit revolves around the texture and length of your suit.

Page 24: How to win team games

Using standard or 2/1 You partner has a hand with

15-17 points and no singleton or void.

Played in NT your hand is hopeless.

If partner is lucky enough to hold a 4 card suit other than ♣, you have found an 8 card fit.

Bid 2♣-Stayman

W N ES

P P1NT?

Jxxx 98xx J9xxx

SouthYour best chance for

a plus score is two of a suit

Page 25: How to win team games

Using standard or 2/1 In each of the following

hands, the recurring theme was getting a plus score.

The hands were an economical auction coupled with safety.

A plus is better than a minus.

The cardinal rule of partscore bidding in IMP’s is to arrive at a comfortable makeable contract without worrying about trick score

Cardinal rule

Page 26: How to win team games

Light opening bids

At IMP’s, light opening bids contain conflicting elements. You might get into trouble if partner thinks

your hand is better than it is. You do not want to pass out a hand than

you could go plus. You might want to direct the lead

Problem is 2 fold When do you open a subminimum hand? How do you tell partner your hand is light?

Page 27: How to win team games

Light opening bids (3rd seat)A conservative criteria for light opening

bids are : Control of at least 1 major suit 2 defensive tricks

The first hand should be opened 1 The second hand should not be

opened If you open, the opponents have an

easier time with an overcall The hand my be passed out

W N ES

AQTxxJxx KJx xx

xx Jxx KJx AQTxx

Page 28: How to win team games

Light opening bids (3rd seat) The reason for major suit control

is strategic The reason for 2 defensive tricks

is tactical You open the first hand 1♥ and

the opponents to 3 and partner doubles. You have moderatly good defensive values

The second hand does not have good defensive values and should not be opened.

W N ES

JxAKxxx xxKxxx

Jx QJTxx KQJx Jx

Page 29: How to win team games

Light opening bids (3rd seat) With control of the and 2

Aces you can stand to be raised to the 3 level or defend with 2 aces.

Open On this hand, you do have 2

quick tricks but you do not have control of a major.

This hand may be passed out Pass

QJxxx Ax Axx xxx

Ax xxx KQxxx Qxx

Page 30: How to win team games

Light opening bids (3rd seat) Your shortness in is not a

plus, however you do have 5 ♥ You have 11 HCP and a

doubleton club Open 1 ♥ You d0 not have a major suit Pass If you are down after half-

time, a non vunerable 3♣ bid will create action.

KQ Axxxx Qxxx xx

xx AJ9 xx KQJxxx

Page 31: How to win team games

Light opening bids (3rd seat) Despite holding only 11

HCP, possession of spade length and 2 quick tricks makes this almost automatic

Open 1

AJxxx AJx xxx Jx

Page 32: How to win team games

Responses to light opening bids

If you have opened light, the easiest way to convey your lack of strength is to pass natural bid.

If you open this hand, your safest course is to pass any bid.

As a responder South, should show your 3 card support as quickly as possible.

It has mild preemptive value also. Do not bid 1 with this hand

xx KQJT9 Axx Jxx

KQJx xxx Qxxx xxx

W N E SP

P 1♥ 1

North

South

Page 33: How to win team games

Light opening bids (3rd seat) A rebid by opener confirms a full

opening bid, or compensating distributional values

There are many ways to find out if opener has a full opening bid. Drury Reverse Drury 2 way reverse Drury And others

Page 34: How to win team games

GAME AND SLAM BIDDING

Page 35: How to win team games

Game and slam bidding

Until now you did not have enough to try for a game.

The aim is similar to partscore bidding, bid the safest game or slam.

The risk of bidding a game is that you might not make it and you could have make a part score.

Page 36: How to win team games

Game and slam bidding

Lets say you and partner bid in such a way that you can tell the success of your contract is on a finesse. Lets look at the following table.

Not vulnerable whether or not to bid the game is about even money. Not bidding a 50% vulnerable game is a bad bet. You can gain 6

imps if the king is off sides or gain 10 if the finesse works. The idea of “ I took a chance because I was not vulnerable”! The time to take a chance is when you are vulnerable.

Not Vulnerable VulnerableKing on

sideKing off

sideKing on

sideKing off

sideYour table

+170 +140 +170 +140

Other table

+420 -50 +620 -100

Total p0ints

-250 +190 -540 +240

Total IMP’s

-6 +5 -10 +6

Page 37: How to win team games

Game and slam bidding Game auctions are two

types. Invitation – suggests the

possibility of game. Game forcing-

• Invitational bids are:

• Limits raise • Short suit or

long suit game tries

• Simple raises• Bergen raises

• Game forcing bids are:

• Splinter bids• Jump shifts• Forcing raises• 2/1 responses• Bergen splinters

and 4 level Bergen bids

Page 38: How to win team games

Combined Bergen raises

1 of a Major 3♣ shows 4 trumps with 7-12 points

If opener wants to know how strong, he will bid 3♦ asking how strong With 7-9 responder will bid 3♥ With 10-12 responder will bid 3

If responder shows 7-9 and if opener has no interest in game, he

corrects at the 3 level. If he wants to play game he bids it.

Page 39: How to win team games

Combined Bergen raises

1 of a Major 3♣ shows 4 trumps with 7-12 points

If opener wants to know how strong, he will bid 3♦ asking how strong With 7-9 responder will bid 3♥ With 10-12 responder will bid 3

If responder shows 10-12 Opener bids game Or if slam a prospect

Cuebid Ask for controls

Page 40: How to win team games

Combined Bergen raises

1 of a Major 3♦ shows 3 trumps and 10-12. 2 of major shows 5-9 and 1NT forcing is

not used with 3 trumps. 3 of major shows 4 trumps and is weak 4♣ shows at least 4 card support and

16+ points 4♦ shows 5 card support in the major

with 1 1/2 tricks outside of trumps. 4 of major is weak with 5+ trumps

Page 41: How to win team games

Combined Bergen raises Ambiguous Splinters  You may think that it would be

better to splinter directly in the short suit but, actually, having an ambiguous splinter does have an advantage apart from saving bidding space.

If opener is not interested in slam opposite any singleton, he can simply sign off and the opponents are none the wiser as to where responder’s shortage is.

Page 42: How to win team games

Combined Bergen raises Ambiguous Splinters  Now the Bergen Raise structure for relay

splinters is fine but I prefer to make these ambiguous splinters more user-friendly. It seems logical that, after the inquiry, 4 and 4 should always mean and splinters – a sleepy opener is less likely to forget.

Also, we can actually distinguish between singletons and voids. It’s easy when ’s are trumps and I will go into how to do it with ’s in much more detail when I put up something on major suit raises when playing 2/1 (we will go through the forcing NT to show a void opposite a 1 opening).

Page 43: How to win team games

Ambiguous SplintersAfter 1 - 3 After 1 - 3

3NT asks for singleton4= singleton4= singleton4= singleton

I never have a void after the sequence of 1 - 3he he

3 asks for singleton4= singleton4= singleton4= singleton

3NT says I have a void4 asks where is void4=void4=void4= void

Page 44: How to win team games

Splinters in the middle of the auction

In standard methods, this shows a hand worth about 19+ points in support of hearts

What do you do with this hand?

Splinters!!With only 16 HCP your

partners ♥ response makes your hand very p0werful.

Bid 4 ♣

Ax KQJx AKQ9x Jx

W N E S 1♦

P 1♥ 4♥

ATx KQJx AKQ9x x

Page 45: How to win team games

Splinters in the middle of the auction

With only 16 HCP your partners ♥ response makes your hand very p0werful. Bid 4 ♣

With 23 points in the combined hands a small slam is cold.

North should try for it. He knows he has gained effective high cards. His singleton , ♦ values and extra ♥’s.

Bid RKC

W N E S 1♦

P 1♥ 4♥

ATx KQJx AKT9x x

x AT9xx QJx xxxx

South

North

Page 46: How to win team games

Splinters in the middle of the auction

The same principal would apply in this sequence

4♣ shows heart support and a singleton ♣ and a a game going hand

With the first hand South A should settle for game.

With the second hand, South B should consider the possibility of slam.

W N E S1♣

1♦ 1♥4♣ ?

ATx KTxx Ax Axxx

Axx KTxx Ax KJxx

South B

South A

Page 47: How to win team games

Summary

The matchpoint strategy is quite different than team strategy

The strategy for Swiss and Knockouts are similar

IMP and Victory point scale Safety early is important Good teams can recover from a

disaster in a l0ng match

Page 48: How to win team games

Summary

It is important too get a plus, play in a contract that is the safest

When there is a misfit –get out quickly

Light opening bids Have a major suit At least 2 defensive tricks

Game and slam bidding Forcing Invitational